Release 0.9.5 texture and material refinement
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@@ -235,12 +235,13 @@ godot --path . --script res://src/test/capture_npc_baseline.gd -- \
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python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
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```
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`capture_realism.gd` runs nine stages (day, Hollywood surface close-ups, Joke Shop surface close-ups, portrait, evening, late, Joke Shop day, Joke Shop night, studio);
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`--stages=day,late` limits it while tuning; `--flashlight` turns on the guard lamp for
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night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one NPC on open sidewalk
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and frames the face, which is the only capture that can judge avatar detail
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(`--portrait-type=N` picks a role). For the 0.9.5 texture audit, run the surface
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stages directly; the HUD is hidden for them:
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`capture_realism.gd` runs nine stages in this order: day, Hollywood surface close-ups,
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portrait, evening, late, Joke Shop day, Joke Shop surface close-ups, Joke Shop night,
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studio; `--stages=day,late` limits it while tuning; `--flashlight` turns on the guard
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lamp for night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one
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NPC on open sidewalk and frames the face, which is the only capture that can judge
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avatar detail (`--portrait-type=N` picks a role). For the 0.9.5 texture audit, run
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the surface stages directly; the HUD is hidden for them:
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```bash
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godot --path . --script res://src/test/capture_realism.gd \
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@@ -249,11 +250,24 @@ godot --path . --script res://src/test/capture_realism.gd \
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The generated realism runs under
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`docs/screens/realism/` are **local, gitignored QA artifacts**; commit only the
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resulting decisions/docs, not the run folders. The texture-adoption run compared
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the pre-adoption captures with the current build: on the shots both sets captured,
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the judge's like-for-like means rose on every sub-score (overall 0.8 → 1.0,
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backdrop 0.6 → 1.6) and the Pillow metric gap fell 0.444 → 0.348. The character
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pass added the portrait shot and recorded the new faces, hands and sleeve cuffs.
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resulting decisions/docs, not the run folders. The 0.9.5 texture/UI audit checked actual screen sizes: all screen art is
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1280×720, access cards are 256×128 and HUD icons are 64×64; no runtime texture
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was oversized or unused. The 24-NPC smoke now reports 168 meshes / 131,616
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triangles / 6.94 ms. Compressed payloads are 24.55 MB of surface picks, 22.67 MB
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of screen art and 0.48 MB of NPC maps.
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The 0.9.5 realism judge ran once per shot with `z-ai/glm-5.3-flash`
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(`python3 tools/scene_concepts.py realism --run docs/screens/realism/2026-11-02-tex
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--judge`). Its mean `after` scores were overall 1.8, lighting 2.3, materials 1.8,
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texture detail 1.2, backdrop 2.0 and characters 1.2; the Pillow metric gap was
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0.306. The judge still ranks the painted concept targets above the stylized build,
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particularly lit night facades and dense backdrop detail. That is expected: the
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pass validated close-range surfaces and promoted the texture repairs, not a
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photoreal renderer. The 0.9.5 before/after close-up sheet is
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[`blender_previews/sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg);
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the texture-adoption run itself was the earlier 0.8-style candidate comparison,
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and its report remains local/gitignored.
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The Forward+ A/B compared the Compatibility entrance with the optional Desktop HQ
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preset. The gear-fit run checked the sunglasses, bag and helmet against measured
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head/skirt bounds with `python3 tools/blender_assets.py fit`; it also fixed the
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